Tribe Terror by Monkosum

[raw]
made by Monkosum for LD 42 (JAM)

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Tribe Terror is a Strategy game that controlls like a Jump'n Run.

You have to collect recources​, make weapons and defeat the enemy.

I made this game alone, but it took 72 hours, so I couldn't submit it as a compo-entry.

Ratings

Overall 1112th 2.833⭐ 35🧑‍⚖️
Fun 891th 2.922⭐ 34🧑‍⚖️
Innovation 1087th 2.594⭐ 34🧑‍⚖️
Theme 1243th 2.172⭐ 34🧑‍⚖️
Graphics 1132th 2.333⭐ 35🧑‍⚖️
Audio 725th 2.403⭐ 33🧑‍⚖️
Humor 889th 1.827⭐ 28🧑‍⚖️
Mood 1032th 2.452⭐ 33🧑‍⚖️
Given 28🗳️ 34🗨️

Feedback

Hare Software
14. Aug 2018 · 10:15 UTC
Good entry, although I did not run out of space, I did have a great time!
ZenriS
14. Aug 2018 · 10:23 UTC
It was fun and I like the idea.
fonserbc
14. Aug 2018 · 10:29 UTC
I really thought the enemy was a real human at first!
After I attacked him though he just went and one-hit my base haha
Was fun.
mrsylar59
14. Aug 2018 · 10:35 UTC
Not really related to the theme but it's a nice entry. I liked the idea, but it felt like the enemy would rather attack your base than trying to attack you first. Therefore I had to chase him in order to take him down before he could destroy my base way too quickly
Vekstr
14. Aug 2018 · 11:42 UTC
The resource collection can really get tedious.. And the enemy is too OP :cry:
fingamer
14. Aug 2018 · 12:41 UTC
Nice game. I spent quite a while playing it. The gameplay and controls are smooth. Art is average. Some background music would've added up the mood a bit but it was fine without it, too. Altough the game doesn't quite match with the theme it's a solid, nice entry.

Great job! I had fun playing it!
BigJigglyProductions__
15. Aug 2018 · 09:48 UTC
Chill game, love the pick up sound, very satisfying.

The screen tearing was a bit of an iusue though.

Overall: great submission, very chilled.
Saurabh
15. Aug 2018 · 09:52 UTC
I liked the game, it was quite engaging yet simplistic. I think that you could expand on the mechanics a bit more but great job for a solo game. The enemy was also very strong he just runs to your base and kills your base in 3 shots, which I found quite annoying because I kept losing because he was too quick :).
Bungalow
15. Aug 2018 · 10:44 UTC
This game is really nice and the graphics are pretty good
Megalink
17. Aug 2018 · 01:33 UTC
This is a really nice game! I love the concept, and the crafting system was quite well done considering the time limit. I also liked the fast movement and background. Sounds were pretty great too. Good work! :)
Hueson
17. Aug 2018 · 23:43 UTC
The concept here was really fun. Granted there is very little time but tooltips on each item you could buy would have helped a lot.
Zicboy
19. Aug 2018 · 06:24 UTC
Awesome game. I was pleasantly suprised with the overall mood of the game. Hope you develop a post jam version for this!
Doey
22. Aug 2018 · 22:13 UTC
Fun idea, and I was really enjoying the early grind. That said, some text explaining each upgrade would be nice when you hover over each one. The ending also felt very sudden. One second I had barely even met the enemy and the next he ran into my base and killed me. Interesting game despite that.
Andrei9
22. Aug 2018 · 22:33 UTC
This game is really nice! :thumbsup:
gustavo.christino
23. Aug 2018 · 23:57 UTC
Evaluation...

0 - Main Mechanics:
The main mechanic seems to be getting good equipment and defeating the enemy, this relies on secondary mechanics. It took me a while to realize a few things and it was confusing to lose so fast after hitting the enemy once (I do not know if I was really my enemy, though I was getting the same resources as myself). In that sense a little more feedback on actions can better target the ultimate goal (working alone in Ludum Dare's time explains, so this suggestion is for the continuity of the project).

1 - Secondary Mechanics:
The mechanics of developing new equipment are interesting, I would combine with the possibility of damaging the equipment (in case of continuity of the project).
The combat mechanics got a bit confusing to me, I did not know how far I could fire or even that the enemy was so powerful, even without seeming to have weapon (I imagined that he would fight with me, not that would advance on my house and this me would lead to death, hahahahaha).

2 - Learning Curve:
It took me a long time to realize that it was not necessary to click, but simply holding down the mouse would be enough ... Hahahahahahah. My right hand hurts a little now.
The learning in terms of fighting only gets a little in terms of visual feedback, otherwise it is cool.
The learning of the construction of items and inns was quiet.
Learning about the power of destruction of the enemy is not clear until the first death.

3 - Flow:
The game put me to collect, until I even broke the peace attacking the artificial intelligence. In that sense I did not see an increase in the challenge since I did not take a drastic measure myself ... So I was totally lost (very strong opponent). I believe the ideal would be for the enemy to combat the character of the player, not to immediately destroy his base (if he is interested in continuing the project).

4 - Love Points:
Although there are few explanations, I believe the characters were visually interesting (I would keep the concept and polish it).
The idea of ​​collecting and seeing the falling objects to get caught is also very interesting (unfortunately the enemy is the best collector and there are no drops on his part, it would be interesting to be able to "steal" what he collects).
The interface with the player is clear, but sometimes difficult to follow (because of the excessive vertical space between actions and information, it may be intentional).

5 - Presentation of the Narrative:
I have not seen much narrative presentation, so it is difficult to analyze by this aspect. That might put me in doubt as to whether the "red" would attack me if I kept quiet (hahahaha). Narrative development can do the project well, especially if a story is being told slowly inside the game.

6 - Art Polishment:
The graphic art of the equipment became interesting. Characters can be polished, even though they look cool. The sound part can be worked on. Again I cite a recast of the empty space (if you do not want to use the vertical space of the scene).

7 - Monetization Attractiveness:
I believe that the game would sell for itself, if a narrative was elaborated that intensified the gameplay. If the idea was something more "casual", maybe it would sell by advertisements (for smartphone), also being able to fit the game as MMO (which could yield sales of skins).

8 - Community Generation:
If it becomes an MMO, I suggest creating a Facebook page to make room for the emergence and maintenance of a community around the game; I believe that the development of narratives and characters can collaborate a lot with this (invite me to the page if I create it).

9 - Cultural Dialogue:
Intentionally or not, the game alludes to others of the same genre (Age, Minecraft etc); making players come to the game with prior preferences and notions. On the other hand, through the construction of good narratives and characters, the game can end up contributing in the cultural scope.
Rahim_Pxr
27. Aug 2018 · 01:03 UTC
Nice game, I hope to see more updates and improvments sooner.
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42